Allow pasing array of objects to CreatePool, such as from a sceneobje…#8
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TwoTenPvP merged 1 commit intoUnity-Technologies:masterfrom Mar 5, 2018
angusmf:master
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Allow pasing array of objects to CreatePool, such as from a sceneobje…#8TwoTenPvP merged 1 commit intoUnity-Technologies:masterfrom angusmf:master
TwoTenPvP merged 1 commit intoUnity-Technologies:masterfrom
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…ct. This is to allow the use of scene objects containing such an array of prefabs, which is supposed to be quicker to create than calling instantiate.
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Turns out this is useless the way I intended to use it. You can pass in an array of prefabs, but if they are references in a scene object there's no way to change the active states (unless you're in the editor, but that's not what we want.) |
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The feature was removed anyways during the object pool rework |
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Author
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For my own education, I got it working using actual de-activated scene objects, not prefab references, and one actual prefab for instantiation when expanding the pool since that is a little quicker than cloning a GameObject. It's pretty academic. The number of objects you'd have to be loading to be worth the improvement is impractical to set up this way. |
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Allow pasing array of objects to CreatePool, such as from a sceneobje…
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* implement NetworkUpdateLoop * remove AdvanceFrame() and FrameCount * update player loop injection points and INetworkUpdateSystem API * add xmldoc and notes * add NetworkUpdateLoopTests * implement NetworkUpdateLoop plain and mixed tests * update xmldoc * small meta fix * replace old network update loop with new RFC-backed network update loop * replace WaitForEndOfFrame with WaitUntil in tests * comment 'default' for NetworkUpdateStage.Update enum value * optimization & refactoring pass * dictionary lookups instead of index access to arrays * optimize array allocation
jeffreyrainy
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* implement NetworkUpdateLoop * remove AdvanceFrame() and FrameCount * update player loop injection points and INetworkUpdateSystem API * add xmldoc and notes * add NetworkUpdateLoopTests * implement NetworkUpdateLoop plain and mixed tests * update xmldoc * small meta fix * replace old network update loop with new RFC-backed network update loop * replace WaitForEndOfFrame with WaitUntil in tests * comment 'default' for NetworkUpdateStage.Update enum value * optimization & refactoring pass * dictionary lookups instead of index access to arrays * optimize array allocation
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becksebenius-unity
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* Implemented NetworkMessageSent/NetworkMessageReceived metrics * Added tests and fixed missing messages during batching * updated the message type names to be a readonly * fix against latest develop merge * bumped tools version to #8 * fixed unnecessary using * fixed errant tab (thanks github merge....)
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* Implemented NetworkMessageSent/NetworkMessageReceived metrics * Added tests and fixed missing messages during batching * updated the message type names to be a readonly * fix against latest develop merge * bumped tools version to Unity-Technologies#8 * fixed unnecessary using * fixed errant tab (thanks github merge....)
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…ct. This is to allow the use of scene objects containing such an array of prefabs, which is supposed to be quicker to create than calling instantiate.